             nextCheckpointDist (read) nextCheckpointAngle (read)
             opponentX (read) opponentY (read)
             opponent-distance (distance x y opponentX opponentY)]
-      ; nextCheckpointX: x position of the next check point
-      ; nextCheckpointY: y position of the next check point
-      ; nextCheckpointDist: distance to the next checkpoint
-      ; nextCheckpointAngle: angle between your pod orientation and the direction of the next checkpoint
+        ; nextCheckpointX: x position of the next check point
+        ; nextCheckpointY: y position of the next check point
+        ; nextCheckpointDist: distance to the next checkpoint
+        ; nextCheckpointAngle: angle between your pod orientation and the direction of the next checkpoint
 
         (swap! game-loop-counter inc-atom)
         (if (> @last-shield-usage 0)

        (print " ")
        (reset! last-boost-value
                (compute-action
                                 nextCheckpointX nextCheckpointY
                                 nextCheckpointDist nextCheckpointAngle
                                 x y
                                 opponentX opponentY
                                 boost-used?
                                 game-loop-counter
                                 max-shield-usage
                                 last-shield-usage
                                 last-boost-value))
        (print @last-boost-value))
      (println ""))))
(defn compute-boost [next-checkpoint-distance next-checkpoint-angle]
  (cond
    (>= (Math/abs next-checkpoint-angle) 90) "0"
    (<= next-checkpoint-distance 800) (compute-boost-from-angle next-checkpoint-angle)
    (<= (Math/abs next-checkpoint-angle) 18) "100"
    true (compute-boost-from-angle next-checkpoint-angle)))

